RPG Other Games Calendar Main Journal

Aredel

Journal

I've started archiving these posts. If you'd like to see something someone said before, you can check out the archives below:

Period Ending:

Your name

Your e-mail address

Your tone (instead of said):
said
joked
said sarcastically
asked
whined
begged

Your Comments


Check out what everyone else is saying:


On Friday, 14-Nov-2003 08:37:43 EST, Joe said
Yeah, but thats usally true at first level as well.

On Thursday, 13-Nov-2003 11:42:22 EST, Anonymous said
Yet no matter how strong the creature is, you seem to defeat them in under 5 rounds......

On Wednesday, 12-Nov-2003 00:05:03 EST, Joe said
So I'm the stick fighter, with a +5 stick, and your the two sword guy with the +10 stick?

On Tuesday, 11-Nov-2003 21:37:44 EST, Dave said
Who says someone in the party doesn't have a +10 weapon?

On Tuesday, 11-Nov-2003 18:18:19 EST, Anonymous said
You're games not that bad.

On Tuesday, 11-Nov-2003 17:57:08 EST, Joe said
Except when the GM is throwing creatures at you that you need a n20 to hit with your best attack and it then gets 40 points of damage reduction unless you come up with a +10 magic bonus to hit (nevermind that no one in the party has a plus 10 weapon), then your damage rolls tend to range on the high scale just by luck when you need it the most.

On Tuesday, 11-Nov-2003 17:09:04 EST, Steve said
Okay, so I hit 7 times (three regular and two x2 crits). If I don't need to give you individual damage I can either roll 7d8 + 7d6 + 112 or cheese out and say I did 168. The truth is the more times you roll the die to figure your damage, the more likely it is you'll score average. Even 2d6 reveals it. On 1d6 you're as likely to do maximum (1 in 6) as average (1 in 6). On 2d6 you are 3 times more likely to roll average than minimum or maximum (1 in 6 for average of 7, 1 in 36 each for max or min). On 3d6 you're 4 times more likely to get 10 or 11 then 3 or 18. It goes on from there. The bottom line - if you roll a lot of dice you tend to get average results.

On Tuesday, 11-Nov-2003 16:46:38 EST, Tom said
Like the chart, the only think is I don't think it's fair/fun to always do average damage..you always want that chance to deal some serious stuff....and there's always that chance your hit isn't going to do what you wanted.

On Tuesday, 11-Nov-2003 16:13:08 EST, Steve said
Not by me. Writing it down is fundamental, especially when you have so much crap.

On Tuesday, 11-Nov-2003 15:33:03 EST, Dave said
I think it's a great idea!
(Of course, I had a spreadsheet like that and was mocked heavily...)

On Tuesday, 11-Nov-2003 14:07:02 EST, Steve said
So that chart would be a guy with a +13 for strength and a flaming long sword (d8 + d6 if ablaze). You could obviously do more.

On Tuesday, 11-Nov-2003 13:39:40 EST, Steve said
It seems to me that the challenge isn't in rolling dice. Your theoretical fighter would roll 2 dice for each hit under the normal rules and only 1 die for you. The net effect of 1 less die can't be that great.
The problem is in the adding. It's not that he has to roll 12 dice, it's that he has to roll 2 dice and add 24 six times. Why not solve it by having a "fighting chart" on your character sheet:

FixedVariableAverage
HitsStrengthMagicOtherTotalBaseSpecialNo fireWith fire
1133-161d81d62024
2266-322d82d64148
3399-483d83d66172
45212-644d84d68296
56515-805d85d6102120
67818-966d86d6123144
79121-1127d87d6143168
810424-1288d88d6164192
911727-1449d89d6184216
1013030-16010d810d6205240
1114333-17611d811d6225264
1215636-19212d812d6246288
1316939-20813d813d6266312
1418242-22414d814d6287336
1519545-24015d815d6307360
1620848-25616d816d6328384
1722151-27217d817d6348408
1823454-28818d818d6369432
1924757-30419d819d6389456
2026060-32020d820d6410480
2127363-33621d821d6430504
2228666-35222d822d6451528
2329969-36823d823d6471552
2431272-38424d824d6492576

On Tuesday, 11-Nov-2003 12:08:56 EST, Tom said
I mean that can't be a bad deal, Ulrich get's what...6 attacks a round, each attack having roughly 17% chances of being Max Damage. thoughts..comments?

On Tuesday, 11-Nov-2003 11:43:05 EST, Tom said
Was thinking about this last night after the game. To help move combat along I was thinking a of variant damage system. It would be based off a d6 roll. All the damage would be based off of Weapon, STR Bonus, Feat Bonuses, Ability Bonsuses via Magic items. However, functions like Acidic Blast, etc would be figured in seperately.

  • 1: Minimal Damage (Minimal Damage you would do with a hit. So a Fighter with +24 to damage and does 2d6 would do 26 points of damge)
  • 2: Below Average (Average Damage - 25)
  • 3: Average Damage
  • 4: Average Damage
  • 5: Above Average (Average Damage + 25)
  • 6: Maximum Damage (Maximum Damage with a hit. Our same fighter now does 36 points of damage)


You would have to do some inital work to get these numbers, but it beats taking the time to roll handfuls of dice all the time. Also, you can just say you don't want to use the damage array just for the fun of rolling the dice. But I was thinking for the big combats it would make things go so much quicker.

On Monday, 03-Nov-2003 18:39:40 EST, Dave said
I didn't normally think that "impending" is the best fit word, lol... sounds kinda dark and ominous.

On Monday, 03-Nov-2003 17:48:50 EST, John said
We can play here...see everyone around 8.

On Monday, 03-Nov-2003 15:15:36 EST, Mike said
If something happen today that won't let us play at John's we could use my house. I just need someone to call me and let me know.

On Monday, 03-Nov-2003 11:33:45 EST, Tom said
Well yeah, there's the fact she's going to pop too.

On Monday, 03-Nov-2003 09:36:33 EST, John said
That's correct...although everything is up in the air with the impending birth. If something does happen I will make sure to let someone know so they can post....

Top of page Mail Main